Cognisant
cackling in the trenches
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- Dec 12, 2009
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I'm planning to run D&D game in a couple weeks, maybe a one-shot, maybe something more, and I've got a plan but I want to run it by you all first as to whether it's an... appropriate first session for a group of new players.
The party starts off in a town, level 2, and the only job on the board right now is investigating a well that went dry recently. When they get there it's explained that the well has suddenly become a lot deeper too, implying that the water hasn't just gone dry its drained away into some sort of cavern. The guy paying them wants the party to do a bit of scouting, he's willing to let them keep anything they find down there if it's light enough to carry back up with them in one trip but anything more substantial is his, it's his land after all.
Being considerate he's hooked up a rope ladder to a rope and pulley system with a counterweight, the party will be lowered down and when they're ready to return they can yank the rope ladder, dislodging a retaining pin, thus releasing the counterweight. This pulls the rope ladder up rapidly so all they have to do is hold on and be whisked to safety while whatever is chasing them is left trapped down below.
The party goes down and discovers a fairly humdrum cave, there's some mud, scattered animal bones, some creepy cave spiders but they're too small to cause any harm and they avoid the light of the party's torches. The party notices these spiders disappear up into large holes in the ceiling not unlike the one they themselves came in through, where these tunnels in the ceiling go is a mystery. Looking around they follow the path the water took and discover a tunnel going down with rough stairs hewn out of the rock, this staircase starts out quite steep but becomes less so as they descend. Still it's quite a long descent and the party has plenty of time to ruminate on the darkness, the silence, the feeling of being so far underground and the fact that they're still descending.
At the bottom of the stairs the tunnel opens up into vaulted ceilings, gothic architecture carved out of grey stone, the walls of these catacombs are filled with bones and skulls arranged in neat lines, there's even chandeliers made of bones. There's a complex of hallways and rooms, personal quarters, a kitchen, storerooms, a barrack, a round room that appears to have some ritual significance. Nothing attacks the party and they find sparse loot, the storeroom has a couple old bottles of wine but is mostly empty, the kitchenware is rusty, there's linens in the bedrooms but it's all very old and decaying.
In one part of this complex a grand staircase made of polished stone descends to a lower floor, a great antechamber stretches out before them or rather an indoor lake as it's flooded to a waist high level. In the center of the antechamber is a great crystal ball sitting in the water as if floating, actually it's sitting in an indent on a raised platform but that's not visible through the murky brown water. Around the room are doorways leading to a ruined library, a workshop of unfamiliar purpose, an armory with some +1 enchanted weapons and armor, a prison of only six cells, a storage room with potions and some useful magical items, and a torture chamber.
So three rooms on either side of the antechamber and at the far end from the staircase is another door leading to a throne room which is also flooded, the throne itself is on a platform that's high enough to be above the water level, on this throne is a long desiccated and now molding corpse. This corpse is pinned to the throne by an incredible sword, long and thin like Alucard's from the Castlevania animated series and strong enough to have been driven through stone, it's solid mithril with gold accents on the crossguard. The sword isn't enchanted as such but the material it's made of is inherently magical so close enough for the purpose of overcoming DR and the only things it can't cut are adamantine and plot armor. Being both wondrously light and incredibly strong it has the Reach, Finesse, Light and Versatile properties, but being wielded in one hand it only does as much damage as a regular longsword; the point being it's not inherently powerful but rather of incredible quality and no matter how great the tool it's only as good as its wielder's ability to make use of it.
Now the party could just leave but this is a game and they haven't got to fight anything yet and they just got some really nice stuff and there's this very nice sword up for grabs, like hell they're just going to walk away.
Somebody pulls the sword out of the throne, the "corpse" starts laughing and regenerating, the water becomes choppy and skeletons start rising out of it, and I hand a note to the person whose character is holding the sword telling them a voice in their head is screaming "You can't kill him, RUN!!!"
Now the game starts proper, it's a race to make it out but the water is difficult terrain and skeletal hands keep grabbing at them under the water and there's the standing skeletons who are closing in and with each passing round more of them stand up. It's going to take 3-4 rounds just to escape the antechamber and that's assuming nobody's unable to break free of the skeletons grasping at them, then they'll have to fight their way past a few skeletons coming down the stairs.
As they run through the complex the bone chandeliers become traps that fall on them, doing enough damage to potentially kill a character outright, all the while the walls of bones are shaking themselves apart and the skulls follow the player characters as they run past, behind them an ever growing hoard of skeletons is following at a leisurely pace, giving reinforcements time to catch up.
Running up the stairs I make them roll (DC5) CON saves every round, it takes ten consecutive rounds of running to reach the top, the skeletons are following at a brisk walking pace but will rush forward if anyone gets too close, it takes twice as long to reach the top by walking. Upon reaching the top the party is attacked by one or more (depending upon how well they're doing) giant versions of the cave spiders they saw earlier, think whip spider but horse sized and and has a grab attack that they use to pull their victims in to bite them on the next turn.
It'll be fun to see how many, if any, make it out alive.
Hopefully someone gets left behind, then I'll ask the people who made it out what they're going to do and assuming they decide to lower the ladder back down I'll wait until that's almost done then transition the PoV back to the person down below as they make their last attack and get simply pulled apart by the skeleton hoard, the characters above hearing their dying screams just before the rope is lowered.
Edit: Failing the CON save means they take a point of exhaustion.
The party starts off in a town, level 2, and the only job on the board right now is investigating a well that went dry recently. When they get there it's explained that the well has suddenly become a lot deeper too, implying that the water hasn't just gone dry its drained away into some sort of cavern. The guy paying them wants the party to do a bit of scouting, he's willing to let them keep anything they find down there if it's light enough to carry back up with them in one trip but anything more substantial is his, it's his land after all.
Being considerate he's hooked up a rope ladder to a rope and pulley system with a counterweight, the party will be lowered down and when they're ready to return they can yank the rope ladder, dislodging a retaining pin, thus releasing the counterweight. This pulls the rope ladder up rapidly so all they have to do is hold on and be whisked to safety while whatever is chasing them is left trapped down below.
The party goes down and discovers a fairly humdrum cave, there's some mud, scattered animal bones, some creepy cave spiders but they're too small to cause any harm and they avoid the light of the party's torches. The party notices these spiders disappear up into large holes in the ceiling not unlike the one they themselves came in through, where these tunnels in the ceiling go is a mystery. Looking around they follow the path the water took and discover a tunnel going down with rough stairs hewn out of the rock, this staircase starts out quite steep but becomes less so as they descend. Still it's quite a long descent and the party has plenty of time to ruminate on the darkness, the silence, the feeling of being so far underground and the fact that they're still descending.
At the bottom of the stairs the tunnel opens up into vaulted ceilings, gothic architecture carved out of grey stone, the walls of these catacombs are filled with bones and skulls arranged in neat lines, there's even chandeliers made of bones. There's a complex of hallways and rooms, personal quarters, a kitchen, storerooms, a barrack, a round room that appears to have some ritual significance. Nothing attacks the party and they find sparse loot, the storeroom has a couple old bottles of wine but is mostly empty, the kitchenware is rusty, there's linens in the bedrooms but it's all very old and decaying.
In one part of this complex a grand staircase made of polished stone descends to a lower floor, a great antechamber stretches out before them or rather an indoor lake as it's flooded to a waist high level. In the center of the antechamber is a great crystal ball sitting in the water as if floating, actually it's sitting in an indent on a raised platform but that's not visible through the murky brown water. Around the room are doorways leading to a ruined library, a workshop of unfamiliar purpose, an armory with some +1 enchanted weapons and armor, a prison of only six cells, a storage room with potions and some useful magical items, and a torture chamber.
So three rooms on either side of the antechamber and at the far end from the staircase is another door leading to a throne room which is also flooded, the throne itself is on a platform that's high enough to be above the water level, on this throne is a long desiccated and now molding corpse. This corpse is pinned to the throne by an incredible sword, long and thin like Alucard's from the Castlevania animated series and strong enough to have been driven through stone, it's solid mithril with gold accents on the crossguard. The sword isn't enchanted as such but the material it's made of is inherently magical so close enough for the purpose of overcoming DR and the only things it can't cut are adamantine and plot armor. Being both wondrously light and incredibly strong it has the Reach, Finesse, Light and Versatile properties, but being wielded in one hand it only does as much damage as a regular longsword; the point being it's not inherently powerful but rather of incredible quality and no matter how great the tool it's only as good as its wielder's ability to make use of it.
Now the party could just leave but this is a game and they haven't got to fight anything yet and they just got some really nice stuff and there's this very nice sword up for grabs, like hell they're just going to walk away.
Somebody pulls the sword out of the throne, the "corpse" starts laughing and regenerating, the water becomes choppy and skeletons start rising out of it, and I hand a note to the person whose character is holding the sword telling them a voice in their head is screaming "You can't kill him, RUN!!!"
Now the game starts proper, it's a race to make it out but the water is difficult terrain and skeletal hands keep grabbing at them under the water and there's the standing skeletons who are closing in and with each passing round more of them stand up. It's going to take 3-4 rounds just to escape the antechamber and that's assuming nobody's unable to break free of the skeletons grasping at them, then they'll have to fight their way past a few skeletons coming down the stairs.
As they run through the complex the bone chandeliers become traps that fall on them, doing enough damage to potentially kill a character outright, all the while the walls of bones are shaking themselves apart and the skulls follow the player characters as they run past, behind them an ever growing hoard of skeletons is following at a leisurely pace, giving reinforcements time to catch up.
Running up the stairs I make them roll (DC5) CON saves every round, it takes ten consecutive rounds of running to reach the top, the skeletons are following at a brisk walking pace but will rush forward if anyone gets too close, it takes twice as long to reach the top by walking. Upon reaching the top the party is attacked by one or more (depending upon how well they're doing) giant versions of the cave spiders they saw earlier, think whip spider but horse sized and and has a grab attack that they use to pull their victims in to bite them on the next turn.
It'll be fun to see how many, if any, make it out alive.
Hopefully someone gets left behind, then I'll ask the people who made it out what they're going to do and assuming they decide to lower the ladder back down I'll wait until that's almost done then transition the PoV back to the person down below as they make their last attack and get simply pulled apart by the skeleton hoard, the characters above hearing their dying screams just before the rope is lowered.
Edit: Failing the CON save means they take a point of exhaustion.